Visual Representation and Its Impacts in Rising Positive Emotions Through Interactive Media: Candy Crush Saga Case Study
- DOI
- 10.2991/978-2-38476-100-5_21How to use a DOI?
- Keywords
- Visual Analysis; Representation; Interactive Media; Positive Emotion
- Abstract
The objective of this research is to observe visual elements in CCS as an interactive media that represent objects led to positive emotions and determine well-perceived visual aspects as one of measurement of interaction basic between people and technology-based media. The Covid-19 pandemic that occurred in Indonesia had an impact on changes in several aspects, including social interaction. It also arises negative emotions such as sadness, depression, and others. In difficult situations, people start using technology-based media and cause changes in social communication/interaction. These changes occur because digital media naturally convey information in an efficient, even personal, way. Visual images are important to support the needs. Visuals are considered a trigger for positive emotions. Visual applied in digital media as user-centered interaction allows user to access digital content easily, as well as to absorb information efficiently. It can also help increase one’s work productivity. Case study in “Candy Crush Saga” (CCS) game is chosen as the game represents the impact of positive emotion rises on its user or game player. The research uses qualitative methodology through collecting data of interactive digital media, visual experience studies that relate to positive emotions, visual elements of CCS interface, as well as data analysis and the interpretation of positive emotions. The study results that digital media interactive such game and its visual could increasing positive emotions. In the future the model of visual trend might be applied in some media related to digital media interactive and for sustainable development.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Arwin Purnama Jati AU - Agustinus Dicky Prastomo PY - 2023 DA - 2023/09/28 TI - Visual Representation and Its Impacts in Rising Positive Emotions Through Interactive Media: Candy Crush Saga Case Study BT - Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022) PB - Atlantis Press SP - 142 EP - 150 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-100-5_21 DO - 10.2991/978-2-38476-100-5_21 ID - Jati2023 ER -